I thought I would quickly share my thought on the current state of Arena. (this is where half of you will stop reading)
For the other half, here we go. Protection Warriors currently hold too much utility according to alot of caster classes, namely Frost Mages QQing during certain tournaments. There is no doubt they hold a lot of utility but I do find it quite ridiculous that a a Frost Mage would complain about control. Namely being that Protections brethren tree's hold no way of staying out of complete control. (LRN2ROLLWITH Holy Paladin Nub)
The warrior class has never been complete without his healing companion, but to literally nail it down to a warrior using a partner with Dispels is an interesting take. A mage however requires their mass amounts of control to be able to survive. Absorb effects have also had an interesting change with mechanics, effecting mana regeneration for Retribution Paladins, Enhancement Shamans and Rage Generation from warriors. The Burning Crusade relied heavily on control as it is shown with Warlock, Warriors and Druid beings the higher tiers classes. Control is still viable but after watching the Europe tournament, RMP vs HPal/DK/War, straight out zerging seems just as viable with cleanses at their disposal.
Blizzard has recognised the amount of Crowd Control that cannot be avoided by comps without a Dispel. They have addressed this issue and may introduce a Dispel Magic mechanic to every healing class in the game. Source: http://www.wowhead.com/?guide=cataclysm&spells#spells
According to Blizzard Healing and Damage Ratios are to high for the amount of health present.
Q. If damage and healing is too much per health ratio, then why don't you have battlegrounds/arenas give a -30% damage/healing debuff?
A. We have been talking about solutions like that. It might feel a bit awkward, but it might also solve the problem and maybe it's okay in the last season before an expansion to experiment a little bit.
I would have to agree, however the idea that they presented will increase the time arena matches take , giving drain teams an advantage. Certain Magic Effects would have to be reduced as well.
Armor Penetration is far too overpowered versus other plate wearers. A warrior will counter any plate wearer easily due to the amount of armor pen he stacks. Higher ranking arms warriors are however being forced to stack strength due to the amount of spell teams found in the higher brackets. Absorb effects also being taken into account, the extra rage helps out a lot. Removing Armor Penetration from the game and increasing the effectiveness of armor versus spell caster would be an extreme change, however that is what they're choosing to do in Cataclysm. Allowing Spell Penetration to penetrate a certain amount of the absorb effect on a target would also be a nice change, to allow warriors to gain a bit of rage, and allow mana regeneration talents to work as per normal.
A Restoration Druids heals seem to also be at the bottom of the pack now due to the amount of Dispel other comp can pass out. Enh/Mage/Dpriest counters druids disgustingly, Druids are hardly viable for 3's. However for 2's they seem to do quite well, especially paired with a UA warlock.
My Opinions are Biased, that I cannot help. All I can say is, Rated Battlegrounds sound real good to me.
Thanks for reading.